#+SETUPFILE: ../../template/level-1.org
#+OPTIONS: toc:auto
#+TITLE: Action Economy
#+Description: Action Economy for combat in Fenris Punk.


* Action Economy


** Entering Combat

Ordered:
1. Determine surprise
2. Establish positions
3. Roll initiative - Determines turn order.
4. Take turns - Begin the round.
5. Begin the next round


** Turns

Unordered:
- Movement :: Characters may move via walking, running, rolling, etc
              up to their maximum Speed during their turn. May also
              divide movement before or after other parts of the turn,
              such as moving 3 spaces, attacking, and then moving 3
              more spaces.
- Action :: Typically used for attacks, but also can trade an action
            for any other type, such as for doubling movement, unless
            stated otherwise.
- Bonus Action :: Typically a set of additional actions a character
                  can make during their turn.
- Other Activity :: Characters get one Other Activity, typically
                    something else that does not require a DC such as
                    anything from, but not limited to, the Interacting
                    with Objects list.
- Reaction :: Interruptions from other actors.


** Effects

See also the [[file:../tables/Descriptions.org][Descriptions table]].

- Scatter :: Where an effect happens, offset from the target.
- Splash :: Where an effect happens, in addition to the target.
- Roll :: TBD

These optional rules address where an effect happens, often for
determining friendly fire or where an effect actually happened. In
general use a die that best maps to the coordinates around the
target. These rules will assume a square grid map.


*** Scatter Example

Alex throws a Molotov cocktail at Billie. Alex needs to a throw a DC
15 to get the grenade on target. Typically a critical failure means
either a dud or attacking oneself. In this case Alex rolls a 12, a
miss, but the Molotov cocktail still travels. Alex rolls a 1d8 => 5 to
get the direction and places the landing position of the Molotov 3
(15 - 12) spaces away.

#+NAME: Scatter
#+BEGIN_SRC text
.....................................
..................234................
.........A........1B5.X..............
..................876................
.....................................
#+END_SRC


*** Splash Example

Billie did not enjoy the Molotov cocktail so they shoot back at Alex
with a shotgun. Typically we would simply use the AC abraction rules,
but in this case, shotguns have a side effect; the buckshot spreads
out in a cone. Anyone next to the path of the shot has a chance of
getting hit. Alex has an AC of 15, so as long as Billie rolls a 14
(15 - 1) Carol has a chance of getting hit with splash damage, for
whatever remains from the potential damage that would have hit
Alex. Billie rolls a 15 to hit and a 1d10 => 4 for Alex. Carol has a
10 AC, so Billie hit them also, with a 1d10 with a max potential
damage of 6 because 4 of 10 already went to Alex.

#+NAME: Splash
#+BEGIN_SRC text
.....................................
.....................................
.........A=========B.................
.........C...........................
.....................................
#+END_SRC


*** TODO Scatter and Splash Example
Similar to above Splash example, but with another person standing next
to Alex.


*** TODO Scatter and Roll Example
Similar to above Scatter example, but with an explosive that has a
timer and can roll rather than a Molotov which explodes on contact.


*** TODO How could you possibly miss!? Example
Analogous to hitting the broad side of a barn. Even if missing the
intended target, surely something or someone suffered the effect,
assuming not a critial failure.

#+NAME: Hitting a barn
#+BEGIN_SRC text
.........F...........................
.........E...........................
........GA=========B.................
.........C...........................
.........D...........................
#+END_SRC
